Try 4 New Abjuration Spells In Your Game

“To protect means putting oneself in harm’s way for another, but forgoing the action required to move forward. This means waiting for the pain to come. In the moment, you are the wall that keeps out the invaders, but also wait to be broken down. So, why not be that wall that falls forward, making sure the invaders regret their attempts?”

-Luck

Inert

1st-Level Abjuration Spell


Casting Time: 1 action

Range/Area: 60 ft.

Components: V, S

Duration: Instantaneous

Classes: Cleric, Sorcerer, Warlock, Wizard


You cancel the momentum of targets around you, preventing their movement for a time. Choose 3 targets within range and force them to succeed a Constitution saving throw or have their speed reduced to zero, gaining no benefits to speed, and take no reactions until the end of their next turn. On a success, targets have their speed reduced to zero and suffer no other effects.

At higher levels. For every spell slot higher than 1st level used to cast this spell, you can choose an additional target, up to 10.

Abscond

2nd-Level Abjuration Spell


Casting Time: 1 action

Range/Area: 30 ft.

Components: V, S

Duration: Concentration (1 minute)

Classes: Wizard


You blast targets through a portal, teleporting them a short distance from their previous location. Make a melee or ranged spell attack against a target within range, using your spellcasting ability modifier. On a hit, the target takes 1d8 force damage plus your spellcasting ability modifier and must succeed a Constitution saving throw or be teleported 15 ft away in a straight line from their current location, in a direction of your choice. On a success, the target isn’t teleported.

Alternatively, if the target is an ally or friendly towards you, they don’t take force damage on a hit and they can choose to fail the saving throw and be teleported in a direction of your choice.

For the duration, on each of your turns, you can make another attack with this spell.

At higher levels. For every spell slot higher than 2nd level used to cast this spell, the force damage increases by 1d8 up to 9d8, and the distance teleported increases by 5 ft., up to 60 ft.

Heavy

3rd-level Abjuration Spell


Casting Time: 1 action

Range/Area: Self

Components: V, S

Duration: 1 hour

Classes: Sorcerer, Warlock, Wizard


You conjure armor of pure magical force that envelops you, making you almost impenetrable and immovable to external forces. You create armor made of magical force, granting you the following features:

  • You gain temporary hit points equal to 5 multiplied by your level.
  • Your AC equals your Constitution modifier plus your spellcasting ability modifier while not wearing armor or wielding a shield.
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You can’t be forcefully moved or knocked prone, physically or magically, by a large or smaller creature, or magical effect.

This spell lasts for the duration, unless your temporary hit points are reduced to 0, or you end the spell early (no action required).

At higher levels. When you cast this spell with a 6th level spell slot or higher, you gain an additional 15 temporary hit points.

Metal

3rd-level Abjuration Spell


Casting Time: 1 bonus action

Range/Area: Self

Components: V, S

Duration: 1 hour

Classes: Sorcerer, Warlock, Wizard


You generate and compact pure magical force, molding it into a weapon of incredible might. You create one simple melee weapon of your choice composed of pure magical force. It has the same weapon properties of its physical counterpart as well as the following features:

  • It has a +1 bonus to attack and damage rolls.
  • You have proficiency with the force weapon, and you use your spellcasting ability modifier, instead of Strength or Dexterity, for attack and damage rolls.
  • As an action, you can make two spell attacks with this force weapon as part of the same action. On a hit, it deals its weapon damage and an extra 3d8 force damage. If both attacks hit the same target consecutively, the target must succeed a Constitution saving throw or be pushed back 10 ft., or be knocked prone if it is a large or smaller creature (your choice). On a success, the target suffers no other effects.
  • You can teleport it back into your free hand if it is ever more than 5 ft. away from you. Otherwise, it hovers right next to you until you grasp it again.

At higher levels. When you cast this spell with a 6th level spell slot or higher, the bonus increases to +2, and the force damage increases to 6d8.

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